Adds a flipping skillchip, the Chipped quirk, a chip connector implant, and a quirk to spawn with it. (#87082)

## About The Pull Request

Added the FOSBURY skillchip, found in hacked toy vendors.
This skillchip allows you to bypass the emote cooldown when flipping or
spinning. However, if used too often, it will lower the chip's
integrity. At first, this is harmless, emitting sparks only, but at a
certain point, your head starts smoking, your brain begins
short-circuiting, and once the chip has lost all integrity your head
will explode in a shower of gore, giving you a cranial fissure!

Added the Chipped quirk. It allows you to spawn with one skillchip. Of
note here is that the only chips you can spawn with are the 'default'
skillchips found in the toy vendor, you can NOT spawn in with the
fosbury chip or with the musical one.

Added the Chip Connector quirk. It contains a new implant, the chip
connector, which allows you to install and take out skillchips at any
time. Being EMPed will cause it to drop one random skillchip, and if you
try using it while it's malfunctioning you'll take out a bit of your
brain instead. It can also be made at the exosuit fabricator after basic
research.

Renamed the organ slots for brain implants and made the connector
implant take the CNS slot.
## Why It's Good For The Game

> Added the FOSBURY skillchip, found in hacked toy vendors.
This skillchip allows you to bypass the emote cooldown when flipping or
spinning. However, if used too often, it will lower the chip's
integrity. At first, this is harmless, emitting sparks only, but at a
certain point, your head starts smoking, your brain begins
short-circuiting, and once the chip has lost all integrity your head
will explode in a shower of gore, giving you a cranial fissure!

During the time flipping was bugged to have no cooldown or delay, it was
really funny seeing people flip at increasingly higher speeds. Many
people miss it, and to be honest, so do I. But everything needs limits
or it stops being funny and ends up being overdone. To this end this
skillchip lets people relive those days of glory, until they go out in a
beautiful explosion. The chip will last a very long while if well taken
care of, and there are plenty of warning signs before it gets too risky
to use, but we know what players are actually gonna do, and I am looking
forward to it.

> Added the Chipped quirk. It allows you to spawn with one skillchip. Of
note here is that the only chips you can spawn with are the 'default'
skillchips found in the toy vendor, you can NOT spawn in with the
fosbury chip or with the musical one.

Chips can be kind of neat sometimes, and I think always having one as
part of your character can make for some fun things as the consistency
of it makes it more likely to stick in your mind to do stuff with.
> 'but can't you just go to the vendor at the start of every shift?'
Sure. But we have loadouts. We have tagger, musician, and many other
things that are 'roundstart bloat', and while that by itself is not an
excuse, it's part of the design of character setup: Minimizing the time
spent running around the station for things your character is supposed
to have for their personality/roleplay/gimmick. They're paying the cost
of quirk points for it, anyways.

> Added the Chip Connector quirk. It contains a new implant, the chip
connector, which allows you to install and take out skillchips at any
time. Being EMPed will cause it to drop one random skillchip, and if you
try using it while it's malfunctioning you'll take out a bit of your
brain instead. It can also be made at the exosuit fabricator after basic
research.

I like the idea of having a gross usb drive on the back of your brain
that you shove chips into and out of, especially if it drops pieces of
your brain when malfunctioning. It also adds a little bit of extra
relevance to skillchips now that you don't need to spend 15 (!!!)
seconds inside a skillstation to add one. The cost is, as stated, quite
literally losing your brain on EMP's and the moderately expensive sum of
4 points.

> Renamed the organ slots for brain implants and made the connector
implant take the CNS slot.

It annoys me that there were organ slots for 'anti drop implant'. Now
they're just slots for anything meant to connect to the
cerebellum/central nervous system, making it less brute forcey and also
adding the start of some fun exclusivity between brain implants.
## Changelog
🆑
add: Added the FOSBURY skillchip, found in hacked toy vendors. This
skillchip allows you to bypass the emote cooldown when flipping or
spinning. However, if used too often, it will lower the chip's integrity
and cause malfunctions.
add: Added the Chipped quirk. It allows you to spawn with one base
skillchip. (not the one above)
add: Added the Chip Connector quirk. It contains a new implant, the chip
connector, which allows you to install and take out skillchips at any
time.
code: Renamed the organ slots for brain implants and made the connector
implant take the CNS slot.

---------

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
# Conflicts:
#	code/datums/emotes.dm
This commit is contained in:
carlarctg
2024-10-14 05:47:43 -03:00
committed by lessthanthree
parent 2727bb4fb4
commit 85d32d85a0
21 changed files with 531 additions and 17 deletions

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@@ -90,8 +90,8 @@
#define ORGAN_SLOT_ADAMANTINE_RESONATOR "adamantine_resonator" #define ORGAN_SLOT_ADAMANTINE_RESONATOR "adamantine_resonator"
#define ORGAN_SLOT_APPENDIX "appendix" #define ORGAN_SLOT_APPENDIX "appendix"
#define ORGAN_SLOT_BRAIN "brain" #define ORGAN_SLOT_BRAIN "brain"
#define ORGAN_SLOT_BRAIN_ANTIDROP "brain_antidrop" #define ORGAN_SLOT_BRAIN_CEREBELLUM "brain_antidrop"
#define ORGAN_SLOT_BRAIN_ANTISTUN "brain_antistun" #define ORGAN_SLOT_BRAIN_CNS "brain_antistun"
#define ORGAN_SLOT_BREATHING_TUBE "breathing_tube" #define ORGAN_SLOT_BREATHING_TUBE "breathing_tube"
#define ORGAN_SLOT_EARS "ears" #define ORGAN_SLOT_EARS "ears"
#define ORGAN_SLOT_EYES "eye_sight" #define ORGAN_SLOT_EYES "eye_sight"
@@ -174,8 +174,8 @@ GLOBAL_LIST_INIT(organ_process_order, list(
ORGAN_SLOT_VOICE, ORGAN_SLOT_VOICE,
ORGAN_SLOT_ADAMANTINE_RESONATOR, ORGAN_SLOT_ADAMANTINE_RESONATOR,
ORGAN_SLOT_HEART_AID, ORGAN_SLOT_HEART_AID,
ORGAN_SLOT_BRAIN_ANTIDROP, ORGAN_SLOT_BRAIN_CEREBELLUM,
ORGAN_SLOT_BRAIN_ANTISTUN, ORGAN_SLOT_BRAIN_CNS,
ORGAN_SLOT_PARASITE_EGG, ORGAN_SLOT_PARASITE_EGG,
ORGAN_SLOT_MONSTER_CORE, ORGAN_SLOT_MONSTER_CORE,
ORGAN_SLOT_XENO_PLASMAVESSEL, ORGAN_SLOT_XENO_PLASMAVESSEL,

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@@ -239,8 +239,8 @@ GLOBAL_LIST_INIT(shove_disarming_types, typecacheof(list(
/// ex_act() with EXPLODE_DEVASTATE severity will gib mobs with less than this much bomb armor /// ex_act() with EXPLODE_DEVASTATE severity will gib mobs with less than this much bomb armor
#define EXPLODE_GIB_THRESHOLD 50 #define EXPLODE_GIB_THRESHOLD 50
#define EMP_HEAVY 1
#define EMP_LIGHT 2 #define EMP_LIGHT 2
#define EMP_HEAVY 1
#define GRENADE_CLUMSY_FUMBLE 1 #define GRENADE_CLUMSY_FUMBLE 1
#define GRENADE_NONCLUMSY_FUMBLE 2 #define GRENADE_NONCLUMSY_FUMBLE 2

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@@ -150,6 +150,10 @@
///from /mob/say_dead(): (mob/speaker, message) ///from /mob/say_dead(): (mob/speaker, message)
#define COMSIG_MOB_DEADSAY "mob_deadsay" #define COMSIG_MOB_DEADSAY "mob_deadsay"
#define MOB_DEADSAY_SIGNAL_INTERCEPT (1<<0) #define MOB_DEADSAY_SIGNAL_INTERCEPT (1<<0)
///from /mob/living/check_cooldown(): ()
#define COMSIG_MOB_EMOTE_COOLDOWN_CHECK "mob_emote_cd"
/// make a wild guess
#define COMPONENT_EMOTE_COOLDOWN_BYPASS (1<<0)
///from /mob/living/emote(): () ///from /mob/living/emote(): ()
#define COMSIG_MOB_EMOTE "mob_emote" #define COMSIG_MOB_EMOTE "mob_emote"
///from base of mob/swap_hand(): (obj/item/currently_held_item) ///from base of mob/swap_hand(): (obj/item/currently_held_item)

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@@ -100,3 +100,19 @@ GLOBAL_LIST_INIT(paraplegic_choice, list(
"Default" = FALSE, "Default" = FALSE,
"Amputee" = TRUE, "Amputee" = TRUE,
)) ))
///chipped Quirk
GLOBAL_LIST_INIT(quirk_chipped_choice, list(
"Basketsoft 3000" = /obj/item/skillchip/basketweaving,
"WINE" = /obj/item/skillchip/wine_taster,
"Hedge 3" = /obj/item/skillchip/bonsai,
"Skillchip adapter" = /obj/item/skillchip/useless_adapter,
"N16H7M4R3" = /obj/item/skillchip/light_remover,
"3NTR41LS" = /obj/item/skillchip/entrails_reader,
"GENUINE ID Appraisal Now!" = /obj/item/skillchip/appraiser,
"Le S48R4G3" = /obj/item/skillchip/sabrage,
"Integrated Intuitive Thinking and Judging" = /obj/item/skillchip/intj,
"F0RC3 4DD1CT10N" = /obj/item/skillchip/drunken_brawler,
"\"Space Station 13: The Musical\"" = /obj/item/skillchip/musical,
"Mast-Angl-Er skillchip" = /obj/item/skillchip/master_angler,
))

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@@ -256,12 +256,14 @@
* Returns FALSE if the cooldown is not over, TRUE if the cooldown is over. * Returns FALSE if the cooldown is not over, TRUE if the cooldown is over.
*/ */
/datum/emote/proc/check_cooldown(mob/user, intentional) /datum/emote/proc/check_cooldown(mob/user, intentional)
if(SEND_SIGNAL(user, COMSIG_MOB_EMOTE_COOLDOWN_CHECK, src.key, intentional) & COMPONENT_EMOTE_COOLDOWN_BYPASS)
intentional = FALSE
if(!intentional) if(!intentional)
return TRUE return TRUE
//SKYRAT EDIT CHANGE BEGIN - EMOTES - GLOBAL COOLDOWN
//if(user.emotes_used && user.emotes_used[src] + cooldown > world.time) - SKYRAT EDIT - ORIGINAL if(user.emotes_used && user.emotes_used[src] + cooldown > world.time)
if(user.nextsoundemote > world.time) var/datum/emote/default_emote = /datum/emote
var/datum/emote/default_emote = new /datum/emote
if(cooldown > initial(default_emote.cooldown)) // only worry about longer-than-normal emotes if(cooldown > initial(default_emote.cooldown)) // only worry about longer-than-normal emotes
to_chat(user, span_danger("You must wait another [DisplayTimeText(user.nextsoundemote - world.time)] before using that emote.")) to_chat(user, span_danger("You must wait another [DisplayTimeText(user.nextsoundemote - world.time)] before using that emote."))
return FALSE return FALSE

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@@ -0,0 +1,28 @@
/datum/quirk/chip_connector
name = "Chip Connector"
desc = "You had a device installed that lets you manually add and remove skillchips! Just try not to get near any electromagnetic pulses."
icon = FA_ICON_PLUG
value = 4
gain_text = span_notice("You feel CONNECTED.")
lose_text = span_danger("You don't feel so CONNECTED anymore.")
medical_record_text = "Patient has a cybernetic implant on their back of their head that lets them install and remove skillchips at will. Gross."
mail_goodies = list()
var/obj/item/organ/internal/cyberimp/brain/connector/connector
/datum/quirk/chip_connector/New()
. = ..()
mail_goodies = assoc_to_keys(GLOB.quirk_chipped_choice) + /datum/quirk/chipped::mail_goodies
/datum/quirk/chip_connector/add_unique(client/client_source)
. = ..()
var/mob/living/carbon/carbon_holder = quirk_holder
if(!iscarbon(quirk_holder))
return
connector = new()
connector.Insert(carbon_holder, special = TRUE)
/datum/quirk/chip_connector/post_add()
to_chat(quirk_holder, span_boldannounce(desc)) // efficiency is clever laziness
/datum/quirk/chip_connector/remove()
qdel(connector)

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@@ -0,0 +1,57 @@
/datum/quirk/chipped
name = "Chipped"
desc = "You got caught up in the skillchip craze a few years back, and had one of the commercially available chips implanted into yourself."
icon = FA_ICON_MICROCHIP
value = 2
gain_text = span_notice("The chip in your head itches a bit.")
lose_text = span_danger("You don't feel so chipped anymore..")
medical_record_text = "Patient explained how they got caught up in 'the skillchip chase' recently, and now the chip in they head itches every so often. Dumbass."
mail_goodies = list(
/obj/item/skillchip/matrix_taunt,
/obj/item/skillchip/big_pointer,
/obj/item/skillchip/acrobatics,
/obj/item/storage/pill_bottle/mannitol/braintumor,
)
/// Variable that holds the chip, used on removal.
var/obj/item/skillchip/installed_chip
var/datum/callback/itchy_timer
/datum/quirk_constant_data/chipped
associated_typepath = /datum/quirk/chipped
customization_options = list(/datum/preference/choiced/chipped)
/datum/quirk/chipped/add_to_holder(mob/living/new_holder, quirk_transfer, client/client_source)
var/obj/item/skillchip/chip_pref = GLOB.quirk_chipped_choice[client_source?.prefs?.read_preference(/datum/preference/choiced/chipped)]
if(!chip_pref)
return ..()
gain_text = span_notice("The [chip_pref] in your head itches a bit.")
lose_text = span_notice("Your head stops itching so much.")
return ..()
/datum/quirk/chipped/add_unique(client/client_source)
var/preferred_chip = GLOB.quirk_chipped_choice[client_source?.prefs?.read_preference(/datum/preference/choiced/chipped)]
if(isnull(preferred_chip)) //Client is gone or they chose a random chip
preferred_chip = GLOB.quirk_chipped_choice[pick(GLOB.quirk_chipped_choice)]
var/mob/living/carbon/quirk_holder_carbon = quirk_holder
if(iscarbon(quirk_holder))
installed_chip = new preferred_chip()
quirk_holder_carbon.implant_skillchip(installed_chip, force = TRUE)
installed_chip.try_activate_skillchip(silent = FALSE, force = TRUE)
var/obj/item/organ/internal/brain/itchy_brain = quirk_holder.get_organ_by_type(ORGAN_SLOT_BRAIN)
itchy_timer = addtimer(CALLBACK(src, PROC_REF(cause_itchy), itchy_brain), rand(5 SECONDS, 10 MINUTES)) // they get The Itch from a poor quality install every so often
/datum/quirk/chipped/remove()
qdel(installed_chip)
deltimer(itchy_timer)
. = ..()
/datum/quirk/chipped/proc/cause_itchy(obj/item/organ/internal/brain/itchy_brain)
itchy_brain.apply_organ_damage(rand(1, 5), maximum = itchy_brain.maxHealth * 0.3)
to_chat(itchy_brain.owner, span_warning("Your [itchy_brain] itches."))
itchy_timer = addtimer(CALLBACK(itchy_brain, PROC_REF(cause_itchy)), rand(5 SECONDS, 10 MINUTES)) // it will never end

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@@ -272,7 +272,7 @@
/datum/job/clown = /obj/item/organ/internal/cyberimp/brain/anti_stun, //HONK! /datum/job/clown = /obj/item/organ/internal/cyberimp/brain/anti_stun, //HONK!
/datum/job/cook = /obj/item/organ/internal/cyberimp/chest/nutriment/plus, /datum/job/cook = /obj/item/organ/internal/cyberimp/chest/nutriment/plus,
/datum/job/coroner = /obj/item/organ/internal/tongue/bone, //hes got a bone to pick with you /datum/job/coroner = /obj/item/organ/internal/tongue/bone, //hes got a bone to pick with you
/datum/job/curator = /obj/item/organ/internal/eyes/robotic/glow, /datum/job/curator = /obj/item/organ/internal/cyberimp/brain/connector,
/datum/job/detective = /obj/item/organ/internal/lungs/cybernetic/tier3, /datum/job/detective = /obj/item/organ/internal/lungs/cybernetic/tier3,
/datum/job/doctor = /obj/item/organ/internal/cyberimp/arm/surgery, /datum/job/doctor = /obj/item/organ/internal/cyberimp/arm/surgery,
/datum/job/geneticist = /obj/item/organ/internal/fly, //we don't care about implants, we have cancer. /datum/job/geneticist = /obj/item/organ/internal/fly, //we don't care about implants, we have cancer.

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@@ -0,0 +1,88 @@
/**
* Affects temperature over time.
* I don't know how this wasn't a thing already.
* Incidentally: Thermal insulation is actually really bad for this, since it traps the temperature inside.
* If you're going to use this in a situation where it'd make sense for insulation to hinder its effects,
* you should to check for it manually.
*/
/datum/status_effect/temperature_over_time
id = "temp_ot"
alert_type = null // no alert. you do the sprite
remove_on_fullheal = TRUE
on_remove_on_mob_delete = TRUE
tick_interval = 1 SECONDS
duration = 60 SECONDS
/// How much to change temperature per second.
var/temperature_value = 10
/// How much to remove from above variable per second.
var/temperature_decay = 1
/// Cap of temperature, won't apply the effect above this.
var/capped_temperature_hot = BODYTEMP_HEAT_WARNING_2
/// Cap of temperature, won't apply the effect below this.
var/capped_temperature_cold = BODYTEMP_COLD_WARNING_2
/// Effect removed outright at this temperature or above.
var/removal_temperature_hot = BODYTEMP_HEAT_WARNING_3
/// Effect removed outright at this temperature or below.
var/removal_temperature_cold = BODYTEMP_COLD_WARNING_3
/datum/status_effect/temperature_over_time/on_creation(mob/living/new_owner, duration = 10 SECONDS)
src.duration = duration
return ..()
/datum/status_effect/temperature_over_time/on_apply()
. = ..()
if((HAS_TRAIT(owner, TRAIT_RESISTHEAT) && temperature_value > 1))
qdel(src) // git out
else if((HAS_TRAIT(owner, TRAIT_RESISTCOLD) && temperature_value < 1))
qdel(src) // git out
/datum/status_effect/temperature_over_time/on_remove()
return ..()
/datum/status_effect/temperature_over_time/get_examine_text()
if(temperature_value > 0)
return "[owner.p_They()] [owner.p_are()] sweating bullets!"
return "[owner.p_They()] [owner.p_are()] shivering!"
/datum/status_effect/temperature_over_time/tick(seconds_between_ticks)
if((TRAIT_RESISTHEAT && temperature_value > 1) || (TRAIT_RESISTCOLD && temperature_value < 1))
qdel(src) // git out
return
temperaturetion(seconds_between_ticks)
/datum/status_effect/temperature_over_time/proc/temperaturetion(seconds_per_tick)
// I feel like there should be an easier way to do this but I am a fool
if(capped_temperature_hot && owner.bodytemperature > capped_temperature_hot)
return
if(capped_temperature_cold && owner.bodytemperature < capped_temperature_cold)
return
owner.adjust_bodytemperature(temperature_value * seconds_per_tick) // note that this has no softcap reduction, unlike fire
temperature_value += temperature_decay
if(temperature_value == 0)
qdel(src)
if(removal_temperature_hot && owner.bodytemperature > removal_temperature_hot)
qdel(src)
return
if(removal_temperature_cold && owner.bodytemperature < removal_temperature_cold)
qdel(src)
return
/datum/status_effect/temperature_over_time/chip_overheat
id = "temp_ot_chip"
temperature_value = 15
temperature_decay = -0.5
duration = 15 SECONDS
capped_temperature_hot = BODYTEMP_HEAT_WARNING_3
removal_temperature_cold = BODYTEMP_COLD_WARNING_1 // internal cooling...
removal_temperature_hot = null
capped_temperature_cold = null

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@@ -71,8 +71,6 @@
/obj/effect/gibspawner/generic/animal /obj/effect/gibspawner/generic/animal
gib_mob_type = /mob/living/basic/pet gib_mob_type = /mob/living/basic/pet
/obj/effect/gibspawner/human /obj/effect/gibspawner/human
gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/up, /obj/effect/decal/cleanable/blood/gibs/down, /obj/effect/decal/cleanable/blood/gibs, /obj/effect/decal/cleanable/blood/gibs, /obj/effect/decal/cleanable/blood/gibs/body, /obj/effect/decal/cleanable/blood/gibs/limb, /obj/effect/decal/cleanable/blood/gibs/core) gibtypes = list(/obj/effect/decal/cleanable/blood/gibs/up, /obj/effect/decal/cleanable/blood/gibs/down, /obj/effect/decal/cleanable/blood/gibs, /obj/effect/decal/cleanable/blood/gibs, /obj/effect/decal/cleanable/blood/gibs/body, /obj/effect/decal/cleanable/blood/gibs/limb, /obj/effect/decal/cleanable/blood/gibs/core)
gibamounts = list(1, 1, 1, 1, 1, 1, 1) gibamounts = list(1, 1, 1, 1, 1, 1, 1)

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@@ -0,0 +1,20 @@
/datum/preference/choiced/chipped
category = PREFERENCE_CATEGORY_MANUALLY_RENDERED
savefile_key = "chipped"
savefile_identifier = PREFERENCE_CHARACTER
/datum/preference/choiced/chipped/create_default_value()
return "Random"
/datum/preference/choiced/chipped/init_possible_values()
return list("Random") + assoc_to_keys(GLOB.quirk_chipped_choice)
/datum/preference/choiced/chipped/is_accessible(datum/preferences/preferences)
. = ..()
if (!.)
return FALSE
return /datum/quirk/chipped::name in preferences.all_quirks
/datum/preference/choiced/chipped/apply_to_human(mob/living/carbon/human/target, value)
return

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@@ -0,0 +1,171 @@
/obj/item/skillchip/acrobatics
name = "old F058UR7 skillchip"
desc = "A formerly cutting-edge skillchip that granted the user an advanced, Olympian-level degree of kinesthesics for flipping, spinning, and absolutely nothing else. \
It was pulled off the markets shortly after release due to users damaging the chip's integrity from excessive acrobatics, causing deadly malfunctions. It really puts the 'flop' in 'Fosbury Flop'!"
skill_name = "Spinesthetics"
skill_description = "Allows you to flip and spin at an illegal and dangerous rate."
skill_icon = FA_ICON_WHEELCHAIR_ALT
activate_message = span_notice("You suddenly have an extremely advanced and complex sense of how to spin and flip with grace.")
deactivate_message = span_notice("Your divine grasp of Spinesthesics disappears entirely.")
custom_premium_price = PAYCHECK_CREW * 4
/// set integrity to 1 when mapping for !!FUN!!
max_integrity = 100
/// list of emotes whose cd is overridden by this skillchip. can be edited in mapping or ingame
var/list/affected_emotes = list("spin", "flip")
var/datum/effect_system/spark_spread/sparks
// you can use this without lowering integrity! let's be honest. nobody's doing that
var/allowed_usage = 3
var/reload_charge = 10 SECONDS
// current particle effect used for smoking brain
var/obj/effect/abstract/particle_holder/particle_effect
/obj/item/skillchip/acrobatics/on_activate(mob/living/carbon/user, silent = FALSE)
. = ..()
RegisterSignal(user, COMSIG_MOB_EMOTE_COOLDOWN_CHECK, PROC_REF(whowee))
/obj/item/skillchip/acrobatics/on_deactivate(mob/living/carbon/user, silent)
. = ..()
UnregisterSignal(user, COMSIG_MOB_EMOTE_COOLDOWN_CHECK)
/obj/item/skillchip/acrobatics/Destroy(force)
QDEL_NULL(sparks)
QDEL_NULL(particle_effect)
return ..()
/obj/item/skillchip/acrobatics/proc/whowee(mob/living/carbon/bozo, emote_key, emote_intentional)
SIGNAL_HANDLER
if(!(emote_key in affected_emotes))
return
if(allowed_usage)
allowed_usage--
addtimer(CALLBACK(src, PROC_REF(charge)), reload_charge)
else
take_damage(1, sound_effect = FALSE)
if(!sparks)
sparks = new(src)
// minimum roll is by default capped at 50, with the min value lowering as integrity is reduced.
var/mintegrity = clamp(50 - (100 - get_integrity()), 1, 100)
switch(rand(mintegrity, get_integrity())) // 1 to 100 but gets worse every time
// CRIT FAIL
if(1)
bozo.visible_message(span_userdanger("[bozo]'s head suddenly explodes outwards!"))
explosion(bozo, light_impact_range = 2, adminlog = TRUE, explosion_cause = src)
// WITNESS THE GORE
for(var/mob/living/splashed in view(2, bozo))
if(bozo.has_status_effect(/datum/status_effect/grouped/blindness))
to_chat(splashed, span_userdanger("You're splashed with something"))
else
to_chat(splashed, span_userdanger("You are blinded by a shower of blood!"))
splashed.Stun(1 SECONDS)
splashed.Knockdown(2 SECONDS)
splashed.set_eye_blur_if_lower(15 SECONDS)
splashed.adjust_confusion(4 SECONDS)
// GORE
var/obj/item/bodypart/bozopart = bozo.get_bodypart(BODY_ZONE_HEAD)
if(bozopart)
var/datum/wound/cranial_fissure/crit_wound = new()
crit_wound.apply_wound(bozopart)
/*
var/list/droppage_candidates = bozo.get_organs_for_zone(BODY_ZONE_HEAD, include_children = TRUE)
if(droppage_candidates)
var/obj/thing_to_drop = pick(droppage_candidates)
thing_to_drop.forceMove(bozo.drop_location())
*/ //WHY DOESNTY IT OWRK
// does not necessarily kill you directly. instead it causes cranial fissure + something to drop from your head. could be eyes, tongue, ears, brain, even implants
new /obj/effect/gibspawner/generic(get_turf(bozo), bozo)
sparks.set_up(15, cardinals_only = FALSE, location = get_turf(src))
sparks.start()
qdel(src)
// last chance to stop
if(7 to 9)
bozo.visible_message(
span_danger("[bozo] seems to short circuit!"),
span_userdanger("Your brain short circuits!"),
)
// if they're susceptible to electrocution, confuse them
if(bozo.electrocute_act(15, bozo, 1, SHOCK_NOGLOVES|SHOCK_NOSTUN))
bozo.adjust_confusion(15 SECONDS)
bozo.set_eye_blur_if_lower(10 SECONDS)
// but the rest of the effects will happen either way
bozo.adjustOrganLoss(ORGAN_SLOT_BRAIN, 20 - get_integrity())
sparks.set_up(5, cardinals_only = FALSE, location = get_turf(src))
sparks.start()
// brain Smoking. you should probably stop now
if(13 to 15)
// if already hot, light 'em up
var/particle_path = /particles/smoke/steam/mild
if(bozo.has_status_effect(/datum/status_effect/temperature_over_time/chip_overheat))
bozo.adjust_fire_stacks(11 - get_integrity())
bozo.ignite_mob()
bozo.visible_message(
span_danger("[bozo]'s head lights up!"),
span_userdanger("Your head hurts so much, it feels like it's on fire!"),
)
ASYNC
bozo.emote("scream")
if(particle_effect?.type == particle_path)
return
particle_path = /particles/smoke/steam/bad
else
bozo.visible_message(
span_danger("[bozo]'s head starts smoking!"),
span_userdanger("Your brain feels like it's on fire!"),
)
// increase smokiness if already smoking
if(particle_effect?.type == /particles/smoke/steam/mild)
particle_path = /particles/smoke/steam
else
particle_path = /particles/smoke/steam/mild
bozo.adjust_confusion(4 SECONDS)
bozo.set_eye_blur_if_lower(3 SECONDS)
particle_effect = new(bozo, particle_path)
// roughly head position.
// dont know how to make this not hardcoded
particle_effect.set_particle_position(-2, 12, 0)
bozo.apply_status_effect(/datum/status_effect/temperature_over_time/chip_overheat, 15 SECONDS)
QDEL_IN(particle_effect, 15 SECONDS)
sparks.set_up(10, cardinals_only = FALSE, location = get_turf(src))
sparks.start()
// hey, something isn't right...
if(16 to 50)
bozo.visible_message(
span_warning("[bozo]'s head sparks."),
)
sparks.set_up(rand(1,2), cardinals_only = TRUE, location = get_turf(src))
sparks.start()
return COMPONENT_EMOTE_COOLDOWN_BYPASS
/obj/item/skillchip/acrobatics/proc/charge()
allowed_usage++
/obj/item/skillchip/acrobatics/kiss
name = "prototype N. 807 - K1SS skillchip"
desc = "An idle experiment when developing skillchips led to this catastrophe. Everyone involved swore to keep it a secret until death, but it looks like someone has let loose this mistake into the world."
skill_name = "ERROERERROROROEROEORROER"
skill_description = "NULL DESCRIPTION NOT FOUND"
skill_icon = FA_ICON_KISS_BEAM
activate_message = span_userdanger("This was a mistake.")
deactivate_message = span_userdanger("The mistake is over.")
custom_premium_price = PAYCHECK_CREW * 500
max_integrity = 25
affected_emotes = list("kiss")
allowed_usage = 1
reload_charge = 30 SECONDS

View File

@@ -150,7 +150,8 @@
) = 9, ) = 9,
// Brain / Head // Brain / Head
list( list(
/obj/item/organ/internal/cyberimp/brain/anti_drop = 100, /obj/item/organ/internal/cyberimp/brain/anti_drop = 50,
/obj/item/organ/internal/cyberimp/brain/connector = 50,
/obj/item/organ/internal/cyberimp/brain/anti_stun = 10, /obj/item/organ/internal/cyberimp/brain/anti_stun = 10,
) = 10, ) = 10,
// Misc // Misc

View File

@@ -592,6 +592,23 @@
) )
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cyberimp_connector
name = "CNS Skillchip Connector Implant"
desc = "This cybernetic adds a port to the back of your head, where you can remove or add skillchips at will."
id = "ci-connector"
build_type = PROTOLATHE | AWAY_LATHE | MECHFAB
construction_time = 6 SECONDS
materials = list(
/datum/material/iron = SMALL_MATERIAL_AMOUNT*6,
/datum/material/glass = SMALL_MATERIAL_AMOUNT*6,
/datum/material/titanium = SMALL_MATERIAL_AMOUNT*3,
)
build_path = /obj/item/organ/internal/cyberimp/brain/connector
category = list(
RND_CATEGORY_CYBERNETICS + RND_SUBCATEGORY_CYBERNETICS_IMPLANTS_MISC
)
departmental_flags = DEPARTMENT_BITFLAG_MEDICAL
/datum/design/cyberimp_nutriment /datum/design/cyberimp_nutriment
name = "Nutriment Pump Implant" name = "Nutriment Pump Implant"
desc = "This implant will synthesize and pump into your bloodstream a small amount of nutriment when you are starving." desc = "This implant will synthesize and pump into your bloodstream a small amount of nutriment when you are starving."

View File

@@ -162,6 +162,7 @@
"ci-nutriment", "ci-nutriment",
"ci-thrusters", "ci-thrusters",
"ci-herculean", "ci-herculean",
"ci-connector",
) )
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = TECHWEB_TIER_3_POINTS) research_costs = list(TECHWEB_POINT_TYPE_GENERIC = TECHWEB_TIER_3_POINTS)
announce_channels = list(RADIO_CHANNEL_SCIENCE, RADIO_CHANNEL_MEDICAL) announce_channels = list(RADIO_CHANNEL_SCIENCE, RADIO_CHANNEL_MEDICAL)

View File

@@ -40,7 +40,7 @@
icon_state = "brain_implant_antidrop" icon_state = "brain_implant_antidrop"
var/active = FALSE var/active = FALSE
var/list/stored_items = list() var/list/stored_items = list()
slot = ORGAN_SLOT_BRAIN_ANTIDROP slot = ORGAN_SLOT_BRAIN_CEREBELLUM
actions_types = list(/datum/action/item_action/organ_action/toggle) actions_types = list(/datum/action/item_action/organ_action/toggle)
/obj/item/organ/internal/cyberimp/brain/anti_drop/ui_action_click() /obj/item/organ/internal/cyberimp/brain/anti_drop/ui_action_click()
@@ -100,7 +100,7 @@
name = "CNS rebooter implant" name = "CNS rebooter implant"
desc = "This implant will automatically give you back control over your central nervous system, reducing downtime when stunned." desc = "This implant will automatically give you back control over your central nervous system, reducing downtime when stunned."
icon_state = "brain_implant_rebooter" icon_state = "brain_implant_rebooter"
slot = ORGAN_SLOT_BRAIN_ANTISTUN slot = ORGAN_SLOT_BRAIN_CNS
var/static/list/signalCache = list( var/static/list/signalCache = list(
COMSIG_LIVING_STATUS_STUN, COMSIG_LIVING_STATUS_STUN,
@@ -179,6 +179,107 @@
organ_flags &= ~ORGAN_FAILING organ_flags &= ~ORGAN_FAILING
implant_ready() implant_ready()
/obj/item/organ/internal/cyberimp/brain/connector
name = "CNS skillchip connector implant"
desc = "This cybernetic adds a port to the back of your head, where you can remove or add skillchips at will."
icon_state = "brain_implant_connector"
slot = ORGAN_SLOT_BRAIN_CNS
actions_types = list(/datum/action/item_action/organ_action/use)
/obj/item/organ/internal/cyberimp/brain/connector/ui_action_click()
to_chat(owner, span_warning("You start fiddling around with [src]..."))
playsound(owner, 'sound/items/taperecorder/tape_flip.ogg', 20, vary = TRUE) // asmr
if(!do_after(owner, 1.5 SECONDS, owner)) // othwerwise it doesnt appear
to_chat(owner, span_warning("You were interrupted!"))
return
if(organ_flags & ORGAN_FAILING)
var/holy_shit_my_brain = remove_brain()
if(holy_shit_my_brain)
to_chat(owner, span_warning("You take [holy_shit_my_brain] out of [src]. You stare at it for a moment in confusion."))
return
var/obj/item/skillchip/skillchip = owner.get_active_held_item()
if(skillchip)
if(istype(skillchip, /obj/item/skillchip))
insert_skillchip(skillchip)
else
to_chat(owner, span_warning("You try to insert [owner.get_active_held_item()] into [src], but it won't fit!")) // make it kill you if you shove a crayon inside or something
else // no inhand item, assume removal
var/obj/item/organ/internal/brain/chippy_brain = owner.get_organ_by_type(/obj/item/organ/internal/brain)
if(!chippy_brain)
CRASH("we using a brain implant wit no brain")
remove_skillchip(chippy_brain)
/obj/item/organ/internal/cyberimp/brain/connector/proc/insert_skillchip(obj/item/skillchip/skillchip)
var/fail_string = owner.implant_skillchip(skillchip, force = FALSE)
if(fail_string)
to_chat(owner, span_warning(fail_string))
playsound(owner, 'sound/machines/buzz/buzz-sigh.ogg', 10, vary = TRUE)
return
var/refail_string = skillchip.try_activate_skillchip(silent = FALSE, force = FALSE)
if(refail_string)
to_chat(owner, span_warning(fail_string))
playsound(owner, 'sound/machines/buzz/buzz-two.ogg', 10, vary = TRUE)
return
// success!
playsound(owner, 'sound/machines/chime.ogg', 10, vary = TRUE)
/obj/item/organ/internal/cyberimp/brain/connector/proc/remove_skillchip(obj/item/organ/internal/brain/chippy_brain)
var/obj/item/skillchip/skillchip = show_radial_menu(owner, owner, chippy_brain.skillchips)
if(skillchip)
owner.remove_skillchip(skillchip, silent = FALSE)
skillchip.forceMove(owner.drop_location())
owner.put_in_hands(skillchip, del_on_fail = FALSE)
playsound(owner, 'sound/machines/click.ogg', 10, vary = TRUE)
to_chat(owner, span_warning("You take [skillchip] out of [src]."))
return
to_chat(owner, span_warning("Your brain is empty!")) // heh
/obj/item/organ/internal/cyberimp/brain/connector/emp_act(severity)
. = ..()
if((organ_flags & ORGAN_FAILING) || . & EMP_PROTECT_SELF)
return
organ_flags |= ORGAN_FAILING
var/loops = 1
if(severity != EMP_LIGHT)
loops = 2
for(var/i in 1 to loops)
// you either lose a chip or a bit of your brain
owner.visible_message(span_warning("Something falls to the ground from behind [owner]'s head."),\
span_boldwarning("You feel something fall off from behind your head."))
var/obj/item/organ/internal/brain/chippy_brain = owner.get_organ_by_type(ORGAN_SLOT_BRAIN)
var/obj/item/skillchip/skillchip = chippy_brain?.skillchips[1]
if(skillchip)
owner.remove_skillchip(skillchip, silent = TRUE)
skillchip.forceMove(owner.drop_location())
playsound(owner, 'sound/machines/terminal/terminal_eject.ogg', 25, TRUE)
else
remove_brain()
addtimer(CALLBACK(src, PROC_REF(reboot)), 90 / severity)
/obj/item/organ/internal/cyberimp/brain/connector/proc/remove_brain(obj/item/organ/internal/brain/chippy_brain, severity = 1)
playsound(owner, 'sound/effects/meatslap.ogg', 25, TRUE)
if(!chippy_brain)
return
chippy_brain.apply_organ_damage(20 * severity)
chippy_brain.maxHealth -= 15 * severity // a bit of your brain fell off. again.
if(chippy_brain.damage >= chippy_brain.maxHealth)
chippy_brain.forceMove(owner.drop_location())
owner.visible_message(span_userdanger("[owner]'s brain falls off the back of [owner.p_their()] head!!!"), span_boldwarning("You feel like you're missing something."))
return chippy_brain
new /obj/effect/decal/cleanable/blood/gibs/up(get_turf(owner))
return FALSE
/obj/item/organ/internal/cyberimp/brain/connector/proc/reboot()
organ_flags &= ~ORGAN_FAILING
//[[[[MOUTH]]]] //[[[[MOUTH]]]]
/obj/item/organ/internal/cyberimp/mouth /obj/item/organ/internal/cyberimp/mouth
zone = BODY_ZONE_PRECISE_MOUTH zone = BODY_ZONE_PRECISE_MOUTH

View File

@@ -97,6 +97,7 @@
/obj/item/clothing/shoes/wheelys/skishoes = 4, /obj/item/clothing/shoes/wheelys/skishoes = 4,
/obj/item/instrument/musicalmoth = 1, /obj/item/instrument/musicalmoth = 1,
/obj/item/gun/ballistic/revolver/russian = 1, //the most dangerous game /obj/item/gun/ballistic/revolver/russian = 1, //the most dangerous game
/obj/item/skillchip/acrobatics = 1,
) )
premium = list( premium = list(
/obj/item/disk/holodisk = 5, /obj/item/disk/holodisk = 5,

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@@ -55,7 +55,6 @@
clothing_flags = MASKINTERNALS clothing_flags = MASKINTERNALS
flags_cover = MASKCOVERSEYES flags_cover = MASKCOVERSEYES
resistance_flags = FLAMMABLE resistance_flags = FLAMMABLE
has_fov = FALSE
greyscale_config = /datum/greyscale_config/clown_mask greyscale_config = /datum/greyscale_config/clown_mask
greyscale_config_worn = /datum/greyscale_config/clown_mask/worn greyscale_config_worn = /datum/greyscale_config/clown_mask/worn
greyscale_colors = "#FFFFFF#F20018#0000FF#00CC00" greyscale_colors = "#FFFFFF#F20018#0000FF#00CC00"
@@ -80,7 +79,6 @@
icon_state = "respirator" icon_state = "respirator"
inhand_icon_state = "sechailer" inhand_icon_state = "sechailer"
w_class = WEIGHT_CLASS_SMALL w_class = WEIGHT_CLASS_SMALL
has_fov = FALSE
clothing_flags = BLOCK_GAS_SMOKE_EFFECT | MASKINTERNALS clothing_flags = BLOCK_GAS_SMOKE_EFFECT | MASKINTERNALS
flags_inv = HIDEFACIALHAIR|HIDESNOUT flags_inv = HIDEFACIALHAIR|HIDESNOUT
flags_cover = MASKCOVERSMOUTH flags_cover = MASKCOVERSMOUTH

View File

@@ -1918,6 +1918,8 @@
#include "code\datums\quirks\positive_quirks\alcohol_tolerance.dm" #include "code\datums\quirks\positive_quirks\alcohol_tolerance.dm"
#include "code\datums\quirks\positive_quirks\apathetic.dm" #include "code\datums\quirks\positive_quirks\apathetic.dm"
#include "code\datums\quirks\positive_quirks\bilingual.dm" #include "code\datums\quirks\positive_quirks\bilingual.dm"
#include "code\datums\quirks\positive_quirks\chip_connector.dm"
#include "code\datums\quirks\positive_quirks\chipped.dm"
#include "code\datums\quirks\positive_quirks\clown_enjoyer.dm" #include "code\datums\quirks\positive_quirks\clown_enjoyer.dm"
#include "code\datums\quirks\positive_quirks\drunk_healing.dm" #include "code\datums\quirks\positive_quirks\drunk_healing.dm"
#include "code\datums\quirks\positive_quirks\empath.dm" #include "code\datums\quirks\positive_quirks\empath.dm"
@@ -2030,6 +2032,7 @@
#include "code\datums\status_effects\debuffs\stamcrit.dm" #include "code\datums\status_effects\debuffs\stamcrit.dm"
#include "code\datums\status_effects\debuffs\static_vision.dm" #include "code\datums\status_effects\debuffs\static_vision.dm"
#include "code\datums\status_effects\debuffs\strandling.dm" #include "code\datums\status_effects\debuffs\strandling.dm"
#include "code\datums\status_effects\debuffs\temperature_over_time.dm"
#include "code\datums\status_effects\debuffs\terrified.dm" #include "code\datums\status_effects\debuffs\terrified.dm"
#include "code\datums\status_effects\debuffs\tower_of_babel.dm" #include "code\datums\status_effects\debuffs\tower_of_babel.dm"
#include "code\datums\status_effects\debuffs\tox_vomit.dm" #include "code\datums\status_effects\debuffs\tox_vomit.dm"
@@ -3897,6 +3900,7 @@
#include "code\modules\client\preferences\blindfold_color.dm" #include "code\modules\client\preferences\blindfold_color.dm"
#include "code\modules\client\preferences\body_type.dm" #include "code\modules\client\preferences\body_type.dm"
#include "code\modules\client\preferences\broadcast_login_logout.dm" #include "code\modules\client\preferences\broadcast_login_logout.dm"
#include "code\modules\client\preferences\chipped.dm"
#include "code\modules\client\preferences\clothing.dm" #include "code\modules\client\preferences\clothing.dm"
#include "code\modules\client\preferences\darkened_flash.dm" #include "code\modules\client\preferences\darkened_flash.dm"
#include "code\modules\client\preferences\food_allergy.dm" #include "code\modules\client\preferences\food_allergy.dm"
@@ -4632,6 +4636,7 @@
#include "code\modules\library\random_books.dm" #include "code\modules\library\random_books.dm"
#include "code\modules\library\skill_learning\skill_station.dm" #include "code\modules\library\skill_learning\skill_station.dm"
#include "code\modules\library\skill_learning\skillchip.dm" #include "code\modules\library\skill_learning\skillchip.dm"
#include "code\modules\library\skill_learning\generic_skillchips\acrobatics.dm"
#include "code\modules\library\skill_learning\generic_skillchips\matrix_taunt.dm" #include "code\modules\library\skill_learning\generic_skillchips\matrix_taunt.dm"
#include "code\modules\library\skill_learning\generic_skillchips\misc.dm" #include "code\modules\library\skill_learning\generic_skillchips\misc.dm"
#include "code\modules\library\skill_learning\generic_skillchips\musical.dm" #include "code\modules\library\skill_learning\generic_skillchips\musical.dm"

View File

@@ -0,0 +1,6 @@
import { FeatureIconnedDropdownInput, FeatureWithIcons } from '../dropdowns';
export const chipped: FeatureWithIcons<string> = {
name: 'Chipped',
component: FeatureIconnedDropdownInput,
};